precision highp float;

uniform sampler2D renderTexture;
varying vec2 textureCoordinate;


void main (void) {
    vec4 mask = texture2D(renderTexture, textureCoordinate);
    vec4  alpha = texture2D(renderTexture,textureCoordinate + vec2(0.5,0.5));
    gl_FragColor = vec4(mask.rgb,0);
}

